So I've now had 2 maps unqualified for spinner reasons. Which is cool and all, I don't have a clue what I'm doing and probably should have everything I qualify unqualified, but most of the reason I've been given is "in some inconsistent undefined system, there is not enough space" which is super cool and all but uh there should probably be a defined number to establish this.
But passive agressiveness aside, there really should be 2 things
1) Make spinner space a rule rather than a guideline
2) Give a definitive number of milliseconds (or even beats) after a spinner.
So let's use this as a starting point and let's see where things go
EDIT:
Choo choo.
But passive agressiveness aside, there really should be 2 things
1) Make spinner space a rule rather than a guideline
2) Give a definitive number of milliseconds (or even beats) after a spinner.
So let's use this as a starting point and let's see where things go
EDIT:
Current point of the discussionSieg wrote:
Maybe something like this can work.Make sure that there is a reasonable time delay after a spinner to the next object. This will ensure that players have enough time to recover and react to the next object. In the case of consecutive spinners, make sure that the next spinner gives adequate time to account for a lower reaction time for new players.
- Easy level maps should give a full measure of recovery time.
- Normal level maps should give at least 2 beats of recovery time.
- Hard level maps should give at least 1 beat of recovery time.
- Anything higher level can be shorter, but keep it within reason.
Choo choo.